// Copyright 2017 The Dawn Authors
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
//     http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.

#ifndef DAWNNATIVE_D3D12_COMMANDBUFFERD3D12_H_
#define DAWNNATIVE_D3D12_COMMANDBUFFERD3D12_H_

#include "common/Constants.h"
#include "dawn_native/CommandAllocator.h"
#include "dawn_native/CommandBuffer.h"
#include "dawn_native/Error.h"

#include "dawn_native/d3d12/Forward.h"
#include "dawn_native/d3d12/d3d12_platform.h"

#include <array>

namespace dawn_native {
    struct BeginRenderPassCmd;
}  // namespace dawn_native

namespace dawn_native { namespace d3d12 {

    struct OMSetRenderTargetArgs {
        unsigned int numRTVs = 0;
        std::array<D3D12_CPU_DESCRIPTOR_HANDLE, kMaxColorAttachments> RTVs = {};
        D3D12_CPU_DESCRIPTOR_HANDLE dsv = {};
    };

    class BindGroupStateTracker;
    class CommandRecordingContext;
    class Device;
    class RenderPassDescriptorHeapTracker;
    class RenderPassBuilder;
    class RenderPipeline;

    class CommandBuffer : public CommandBufferBase {
      public:
        CommandBuffer(CommandEncoder* encoder, const CommandBufferDescriptor* descriptor);
        ~CommandBuffer();

        MaybeError RecordCommands(CommandRecordingContext* commandContext);

      private:
        MaybeError RecordComputePass(CommandRecordingContext* commandContext,
                                     BindGroupStateTracker* bindingTracker);
        MaybeError RecordRenderPass(CommandRecordingContext* commandContext,
                                    BindGroupStateTracker* bindingTracker,
                                    BeginRenderPassCmd* renderPass,
                                    bool passHasUAV);
        void SetupRenderPass(CommandRecordingContext* commandContext,
                             BeginRenderPassCmd* renderPass,
                             RenderPassBuilder* renderPassBuilder);
        void EmulateBeginRenderPass(CommandRecordingContext* commandContext,
                                    const RenderPassBuilder* renderPassBuilder) const;

        CommandIterator mCommands;
    };

}}  // namespace dawn_native::d3d12

#endif  // DAWNNATIVE_D3D12_COMMANDBUFFERD3D12_H_
